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633 Commits over 638 Days - 0.04cph!

4 Days Ago
missing client guard
4 Days Ago
change how we're tracking viewmodel prev viewproj to not rely on BRP camera component
4 Days Ago
implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP also properly track the prev viewproj for water in RRP
5 Days Ago
delete old file
5 Days Ago
get binocular effect working in RRP
5 Days Ago
compile fix 2
5 Days Ago
fix contact shadows server compile
5 Days Ago
merge from render_pipeline_testing
5 Days Ago
merge from main
5 Days Ago
temp
5 Days Ago
add some additional RRP client-only guards
6 Days Ago
client-only guard AtmosphereVolumeDrawPass
7 Days Ago
implement atmopshere volumes (bandit camp fog) in RRP
7 Days Ago
fix AnimalFur shader missing g-buffer stencil write
12 Days Ago
- implement depth of field in RRP - OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
12 Days Ago
fix devLocal/WorldCoord shaders missing g-buffer stencil write
14 Days Ago
fix shader bug causing GPU crash (RRP)
16 Days Ago
update SetRenderFunc calls
17 Days Ago
RRP contact shadows fixes
17 Days Ago
oops
17 Days Ago
add debug layer for contact shadows
17 Days Ago
set up RRP renderer datas for skinviewer cameras
17 Days Ago
fix broken water reflections when using DLSS or render scaling
18 Days Ago
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
18 Days Ago
bring skinviewer viewmodel rendering changes to RRP
19 Days Ago
temp fix
19 Days Ago
merge from main
19 Days Ago
fix missing resource reset
20 Days Ago
RRP contact shadows
20 Days Ago
fix underwater post processing not working in proc map
24 Days Ago
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
24 Days Ago
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
24 Days Ago
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
24 Days Ago
fix missing function in RRP billboard light
25 Days Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
25 Days Ago
RRP BillboardLight logic consistency fix with BRP
25 Days Ago
tweak
25 Days Ago
fix active state for underwater effect not propagating
26 Days Ago
unity 6 VolumeManager fixes
26 Days Ago
DeployGuides: more explicit depth/stencil format
26 Days Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
26 Days Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
27 Days Ago
further RRP particle/billboard lighting
27 Days Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
28 Days Ago
remove extra semicolon
28 Days Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
28 Days Ago
prefab merge fix, will need to redo this
28 Days Ago
further fixes
28 Days Ago
fixes
28 Days Ago
merge from main